Control Free Download
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Control Free Download Unfitgirl I wish Remedy could make even more games, because Control reminded me of this studio’s knack for crafting engrossing, oddball worlds with an incredible sense of place. Control is perhaps Remedy’s weirdest yet, with the talking upside down pyramid who’s also your boss being about the sixth-strangest part. But thanks to sharp writing, a set of awesome and varied psychic combat abilities, and an impressively thought-out world, it was easy to wrap my head around what made this adventure tick. Infiltrating the Federal Bureau of Control as Jesse Faden and her blue wavy spirit buddy, I found myself fascinated. The Bureau’s headquarters seem like a drab, nondescript office building at first, and Jesse’s search for answers to events in her past were equally mundane. But Control quickly reveals what lies behind those concrete walls: within the first chapter I became both the janitor’s assistant and the new acting director of the Bureau. As a kid who grew up on the X-Men, I’ve always wished I’d discover some latent psychic powers, or at least the ability to grow my fingernails super fast or something. Control’s lineup of moves is the closest I’ve gotten thus far to wielding supernatural abilities, and Remedy has made each of them fun to use. There’s enough variety for most of the 10-hour story campaign to make almost every move feel important. Unfitgirl.COM SEXY GAMES
Jesse’s telekinesis is the best of the bunch. With a wave of her hand a crate, table, or ever-reliable chunk of concrete snaps to your side with satisfying urgency, followed by being hurled at foes and the destructible environment, with just as much of a thrilling zoom. I easily relied on this form of attack the most, and while it’s not quite the same level of tactile satisfaction as Kratos’ Leviathan axe in God of War, the oomph of hurling heavy objects around with my mind is as close as I’ve felt since. The other abilities aren’t quite as handy but mostly still fun to use. Late-game hovering allows for even more mobility, and Jesse’s shield is great when enemies with telekinesis of their own force you to go on the defensive. Control’s combat encourages constant movement, and finding cover is frequently necessary to survival, even if you have to summon it yourself. The standard difficulty level isn’t unfairly hard, but I died a fair number of times when I didn’t think to balance both offensive and defensive skills and got too cocky with jumping into the fray, for example. Getting up close and using the psionic wave force melee ability can be advantageous when you’re down to just a couple of foes, but anymore than that and short-range combat usually led to a swift death, in my experience. Instead, hanging back and finding a balance of when to strike and when to defend brings a nice rhythm to combat, and also lets you make good use of Jesse’s sole firearm – the Service Weapon. “Sole” is a bit of a misnomer, though, because the Service Weapon has several unlockable modes that shift it from a standard pistol to a fast-fire revolver to a more shotgun-esque spread shooter, and more. I eventually settled on the fun rhythm of the revolver and sniper-like pierce gun combo to keep enemies at bay for both short and long range.
A House Divided
When it comes to enemy variety, however, Control doesn’t match the variation of Jesse’s combat options. The Hiss-controlled members of the Bureau who are now fighting against you, typically have one or two of your own moves and ammo options. It’s fun to see how Control mixes and matches them in the early goings, but by the end of the story’s 10 chapters there was little challenge to these encounters, other than fighting Control’s performance. When too many enemies were on screen firing at me and getting blown up by my explosives at any given time, I ran into some huge hitching issues – even on my PS4 Pro. They’d only persist for a few seconds, but those seconds are often crucial and led to frustrating deaths. Those were mitigated by Control’s forgiving checkpoint system, at least, and it hasn’t stopped me from continuing to explore the Oldest House – which is Control’s main setting and the headquarters of the Bureau – even after completing the story. Remedy has somehow made all of this gray concrete consistently fascinating. The Bureau is divided into a number of distinct business sectors, and though there’s certainly an overriding “corporate” theme, each area feels different enough that I wanted to know about the work being done there and how I could save it. And, thanks to the Oldest House’s ability to change its shape and internal structure at will, it can keep pulling the neat trick of rebuilding locations. It’s as if the paranatural forces at work treat cement and rebar like Lego bricks. It’s always impressive to watch how the various new sectors will conform to the nefarious presence and my attempts to stop it. Pure Farming 2018
The charm of the place comes, in part, from Control’s eclectic main cast. From Ahti, the janitor with serious Log Lady vibes, to Emily Pope, the information delivery service-slash-researcher – every character feels original and right at home in the Oldest House. Each sector brings with it a new character with a distinct, engaging personality, and yet they all absolutely made sense for someone who works in a secret government agency focused on paranatural forces beyond our understanding. In short, they’re all distinctive weirdos. Every characters absolutely makes sense as someone who works in a secret government agency focused on paranatural forces. Remedy’s sharp writing extends from the dialogue into the collectibles and their descriptions or text. Control is not a story to just blaze through as you go — if you pick items up, you should absolutely take the time to examine and read them. They’re not only well written and frequently funny but often contain context that sheds new light on Jesse’s current point in the story. I could have done without some of the hokier thoughts from Jesse’s inner monologue, which often explicitly blurt out how she’s feeling rather than letting lead actress Courtney Hope’s strong performance convey that on its own. That said, there are enough winners (in which she often says what I was thinking) among those lines to make her constant asides worth it.
Mind Over Matter
The primary difference between the original edition of Control and the Ultimate Edition is the latter’s enhanced graphics. The Ultimate Edition offers two different modes: Performance, which prioritizes frame rate, and Graphics, which leverages the hardware for better textures, lighting, and ray tracing. In both modes, though, the difference between the Ultimate Edition and the standard version of Control is stark. These are drastic improvements over Control on the PS4 and make an already beautiful game look and play even better. The graphics-heavy mode is something to behold. Control is full of reflective surfaces, whether they’re glass office walls or puddles of water or blood in its dark, brutalist halls. With ray tracing enabled, the game becomes full of gorgeous, real-world reflections, with protagonist Jesse’s face appearing on the screens of TVs as she watches films created by Dr. Casper Darling, and Control’s stark lighting and cinematography finding mirrors in wet concrete floors. Control’s art direction was already impressive, but it achieves even more on the newer hardware to create endless beautiful frames. Graphics mode sacrifices frame rate for those pretty images, but it never chugs or runs poorly (unlike the base game on PS4 Pro)–its frame rate looks to be on par with the last generation of hardware, but with more stability. Flipping to the performance mode sacrifices those beautiful reflections in favor of a silky 60fps, but Control looks great in both modes. The smoothness afforded by the higher frame rate definitely works to make combat feel a little more intense and responsive, but both modes work extremely well, so choosing one comes down to personal preference. Pokémon Quest Switch NSP
On PS5, Control Ultimate Edition benefits from the DualSense controller’s haptic feedback. The intensity of Jesse’s footsteps when she’s running or walking are translated to the controller, as are the different firing modes of the Service Weapon as you let loose with the automatic Spin or charge up a big blast with Pierce. Best, though, are Jesse’s powers, with the controller adding oomph to the massive blast of a melee attack and capturing the whistling catch as you use telekinesis to grab hold of a piece of concrete. The haptics add just a little something extra to Control, helping to make Jesse’s powers and weapons feel distinct and impactful. With its graphical add-ons, the stability and performance enhancements, and the inclusion of all of Control’s DLC, the Ultimate Edition really is the best way to experience Control–and the PS5’s haptics really add an extra layer of intensity to a game that already feels great to play. If you haven’t experienced Control yet, this is the best way to do so. If you have, this is a good excuse to jump back into its beautiful, strange, inventive world once again. — Phil Hornshaw, 2 February 2021. Our original Control review by Peter Brown, first published in August 2019, continues below.
Jesse’s telekinesis is the best power of the bunch.
When you’re so used to games that ease you in, the confronting nature of Control is immediately compelling. There’s plenty of time to get to know characters, study the environment, and gradually pick up new mechanics and skills, but Control’s sinister atmosphere is impactful, sending a rush of questions through your head from the moment you press start. Who is Jesse Faden? Why does she seem both lost and found on her first day as director at the Federal Bureau of Control? How can she possibly maintain her composure in the face of the haunting ethereal and material distortions that have overtaken the bureau? You may only have some answers to these questions by the time the credits roll. While being vague or opaque could be viewed as a flaw in other games, obfuscation is part of what makes Control so spellbinding. Impressively, the mysteries grip ever tighter as you navigate the bureau’s headquarters in search of answers. Knowledge is power, but it frequently opens doors to possibilities you never knew existed–doors that are better left shut, so far as Jesse and surviving FBC members are concerned. If you’ve played past works from Remedy Games, you will instantly recognize the studio’s footprint. Control’s story plays with grim truths and strange themes. Everything is a serious matter, except when it isn’t and a dark sense of humor creeps in to offer a momentary respite–which, yes, includes plenty of FMV shorts. The combat system is designed for you to be equal parts agile and destructive, bearing a notable resemblance to the studio’s Microsoft-exclusive, Quantum Break. Combat aside, that game felt like a step removed from what Remedy does best. Control feels like Remedy has found its footing again.
There is one major aspect that is decidedly new for Remedy: Control is non-linear, built in the vein of a metroidvania and filled with reasons to retrace your steps over time. This approach is largely handled well, though if there’s any aspect of Control that feels lacking it’s the handling of the map. It’s an unreliable tool presented in a top-down fashion that often feels like more trouble than it’s worth. Multi-level areas overlap with one another (you can’t isolate them, or zoom in for a closer look) and it’s practically impossible to track specific locations you have or have not visited. Broad areas can be tracked, sure, but not, say, a single meeting room in the executive branch. This would be a major issue if not for two things: The signage in the world is surprisingly helpful, and ultimately, Control makes wandering the halls of “The Oldest House” a consistent pleasure. If you aren’t in awe of the architecture, you’re probably getting your kicks from a battle that pops up when you least expected it. Referring to the FBC headquarters as a house is a bit misleading, though you’ll grow to understand how in time. In practical terms, it is a massive multi-story facility that screams government, with angular interiors formed in stone and metal, with minimal flourish. It has the outward appearance of an orderly place of process, which, while true, undersells the reality therein, or the lack thereof. Pokemon Lets Go Pikachu PC With YUZU Emulator
The dance between fact and fiction is at the heart of Control’s setting and a fascinating narrative that unravels in Jesse’s mind through a series of inner monologues and psychic projections. There are exchanges between characters that move certain elements forward, but so much of Control hinges on Jesse’s discoveries and her interpretations of their meaning. Even though you’re clued into her thoughts, there’s an underlying element that Jesse fails to explain because, to her, it’s matter-of-fact. Whatever it is has always been a part of her, creating a gap of understanding that you, for the most part, can only hope to fill in with your own inferences. There’s a constant desire to know more, yet to also maintain distance from the truth in order to preserve the mystery. It’s to Control’s credit that it effortlessly facilitates this exchange. If it’s otherworldly, if it seems to defy explanation, odds are the FBC is running tests to discover the underlying cause and contain the consequences from the outside world. Deep within the guts of the house lie experiments and studies that dig into paranormal disturbances, the collective subconscious, and alternate dimensions. The FBC posits that entities from beyond our realm have used objects of power–archetypical things that we know and take for granted–as gateways into our world. After years of the FBC gathering these strange objects for study, the house has become an amplified conduit for a force known as The Hiss, which can reshape and move matter. The source of this power, a dimension known as the Astral Plane, has crept into the bureau, and some far-off corridors bear its telltale monochromatic, geometric motif. Occasionally, you will get pulled into this strange world to undergo skill trials, but your visits are always short, which helps preserve the mystique in the long run.
OS: Windows 7, 64-bit
Processor: Intel Core i5-4690 / AMD FX 4350
Memory: 8 GB RAM
Graphics: NVIDIA GeForce GTX 780 / AMD Radeon R9 280X
DirectX: Version 11
Storage: 42 GB available space
Additional Notes: Additional Features: Widescreen support 21:9 / Remappable controls / Uncapped frame-rate / G-Sync / Freesync support
Requires a 64-bit processor and operating system
OS: Windows 10, 64-bit
Processor: Intel Core i5-7600K / AMD Ryzen 5 1600X
Memory: 16 GB RAM
Graphics: NVIDIA GeForce GTX 1660/1060 / AMD Radeon RX 580 AMD | For Ray Tracing: GeForce RTX 2060
DirectX: Version 12
Storage: 42 GB available space
Additional Notes: Additional Features: Widescreen support 21:9 / Remappable controls / Uncapped frame-rate / G-Sync / Freesync support
NOTE: THESE STEPS MAY VARY FROM GAME TO GAME AND DO NOT APPLY TO ALL GAMES
- Open the Start menu (Windows ‘flag’ button) in the bottom left corner of the screen.
- At the bottom of the Start menu, type Folder Options into the Search box, then press the Enter key.
- Click on the View tab at the top of the Folder Options window and check the option to Show hidden files and folders (in Windows 11, this option is called Show hidden files, folders, and drives).
- Click Apply then OK.
- Return to the Start menu and select Computer, then double click Local Disk (C:), and then open the Program Files folder. On some systems, this folder is called ‘Program Files(x86)’.
- In the Program Files folder, find and open the folder for your game.
- In the game’s folder, locate the executable (.exe) file for the game–this is a faded icon with the game’s title.
- Right-click on this file, select Properties, and then click the Compatibility tab at the top of the Properties window.
- Check the Run this program as an administrator box in the Privilege Level section. Click Apply then OK.
- Once complete, try opening the game again
NOTE: PLEASE DOWNLOAD THE LATEST VERSION OF YUZU EMULATOR FROM SOME GAMES YOU MAY NEED RYUJINX EMULATOR
- First you will need YUZU Emulator. Download it from either Unfitgirl, .. Open it in WinRar, 7ZIP idk and then move the contents in a folder and open the yuzu.exe.
- There click Emulation -> Configure -> System -> Profile Then press on Add and make a new profile, then close yuzu
Inside of yuzu click File -> Open yuzu folder. This will open the yuzu configuration folder inside of explorer.
- Create a folder called “keys” and copy the key you got from here and paste it in the folder.
- For settings open yuzu up Emulation -> Configure -> Graphics, Select OpenGL and set it to Vulkan or OpenGL. (Vulkan seems to be a bit bad atm) Then go to Controls and press Single Player and set it to custom
- Then Press Configure and set Player 1 to Pro Controller if you have a controller/keyboard and to Joycons if Joycons. Press Configure and press the exact buttons on your controller After you’re done press Okay and continue to the next step.
- Download any ROM you want from Unfitgirl, .. After you got your File (can be .xci or .nsp) create a folder somewhere on your PC and in that folder create another folder for your game.
- After that double-click into yuzu and select the folder you put your game folder in.
- Lastly double click on the game and enjoy it.